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First Person Shooter

description397 papers
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lightbulbAbout this topic
First Person Shooter (FPS) is a genre of video games characterized by a first-person perspective, where players experience gameplay through the eyes of the protagonist. The primary focus is on gun and projectile weapon-based combat, often involving strategic movement and teamwork in various environments.
lightbulbAbout this topic
First Person Shooter (FPS) is a genre of video games characterized by a first-person perspective, where players experience gameplay through the eyes of the protagonist. The primary focus is on gun and projectile weapon-based combat, often involving strategic movement and teamwork in various environments.

Key research themes

1. How can network and system latency reduction improve real-time first-person shooter (FPS) gameplay experience and performance, especially in mobile and competitive settings?

This theme explores the critical impact of network infrastructure and local system latencies on the playability, quality of experience, and competitive performance in FPS games. It is significant because FPS games have stringent real-time requirements and minimal latency is essential for responsiveness, fairness, and player satisfaction. Research in this area evaluates technological solutions like 802.11 access points extended via vehicular ad-hoc networks (VANETs) in mobile scenarios, as well as quantifies latency-performance relationships in esports contexts.

Key finding: This study demonstrates that 802.11 wireless access points can provide acceptable quality of service (QoS) for real-time FPS gaming inside moving vehicles, and proposes extending coverage via vehicular-to-vehicular (V2V)... Read more
Key finding: A rigorous user study with 43 experienced Counter-Strike: Global Offensive (CS:GO) players quantified how small reductions (10ms) in local system latency improve player accuracy (+0.8%) and score (+1.2 points), significant in... Read more

2. What are the implications of player-avatar relationships and identity constructions in team-based FPS games, and how do player roles influence attachment, enjoyment, and behavior?

Research in this theme examines the psychological and sociocultural dimensions of character attachment and identity within FPS games, focusing specifically on team-based multiplayer environments. This includes how players perceive and relate to their avatars depending on their roles (attacker, defender, supporter), how gender differences affect performance and enjoyment, and how military-themed contexts shape in-game military identities. These insights matter for game design, player retention, avatar customization, and understanding social dynamics in online FPS communities.

Key finding: The paper reveals differential patterns of player-avatar relationships in the team-based FPS genre tied to player roles. Attackers tend to perceive avatars as objects or tools, defenders more often see avatars as ‘others’... Read more
Key finding: This mixed-methods study finds that while men’s enjoyment of FPS gameplay was largely independent of game performance, women’s enjoyment was strongly contingent upon both objective and subjective performance metrics. Women... Read more
Key finding: Through ethnographic data in vocational esports education contexts, this research highlights how players construct military identities in CS:GO, balancing educational/training frames and competitive gameplay. It identifies... Read more

3. How do UI design paradigms and game content affect player immersion, experience modeling, and perceptions of realism in first-person shooters?

This research stream investigates the role of in-game information displays (heads-up displays versus diegetic/spatial representations), player experience modeling for personalization, and the selective framing of war and violence in FPS games. It includes studies on how FPS aesthetics influence player moral and ethical perceptions, the customization of difficulty through resource adjustments, and the adaptive generation of content based on affective states. Understanding these elements guides immersive design that balances gameplay effectiveness, narrative framing, and ethical considerations.

Key finding: Through four targeted experiments, the authors demonstrate that no single information display type universally excels across FPS tasks. Diegetic/spatial displays yielded superior performance for ammunition monitoring,... Read more
Key finding: This work applies a data-driven methodology combining gameplay context parameters, player behavior metrics, and self-reported affective states to construct predictive models of player experience in a single-player FPS game... Read more
Key finding: The article introduces ‘selective realism’ as a concept to characterize FPS war games’ deliberate inclusion and exclusion of war aspects, filtering out traumatic, psychological, and sociopolitical consequences to present a... Read more

All papers in First Person Shooter

We present a study that explores the use of a commercially available eye tracker as a control device for video games. We examine its use across multiple gaming genres and present games that utilize the eye tracker in a variety of ways.... more
Many producers and consumers of legacy training simulator and game environments are beginning to envision a new era where psych-socio-physiologic models could be interoperated to enhance their environments' simulation of human agents.... more
Research into providing different levels of network Quality of Service (QoS) often assumes that there is a large market for QoSsensitive applications that will be fulfilled once QoS-enabled networks have been deployed. Multiplayer... more
There have been several studies in the past years that investigate the impact of network delay on multi-user applications. Primary examples of these applications are real-time multiplayer games. These studies have shown that high network... more
... Network Quality of Experience ... Abstract—As the service requirements of network applications shift from high throughput to high media quality, interactivity, and responsiveness, the definition of QoE (Quality of Experience) has... more
First-person shooter robot controllers (bots) are generally rule-based expert systems written in C/C++. As such, many of the rules are parameterized with values, which are set by the software designer and finalized at compile time. The... more
This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research; one... more
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how... more
In this paper we explore the use of Hierarchical-Task-Network (HTN) representations to model strategic game AI. We will present two case studies. The first one reports on an experiment using HTNs to model strategies for Unreal Tournament®... more
This article explores an application of Bayesian programming to behaviours for synthetic video games characters. We address the problem of real-time reactive selection of elementary behaviours for an agent playing a first person shooter... more
This study assessed the efficacy of using visual and auditory biofeedback while immersed in a tridimensional videogame to practice a stress management skill (tactical breathing). All 41 participants were soldiers who had previously... more
The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models... more
Multiple studies have been addressing effects of playing violent video games. However, most such studies neglect users' individual experiences. In fact, each player's gameplaying choices creates his or her own specific game content.... more
To date, there has been relatively little research comparing different types of online gamers. The main aim of this study was to provide robust benchmark data on different types of Massively Multiplayer Online Game (MMOG) players using a... more
An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little... more
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with... more
We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the subsumption architecture commonly used in behaviourbased... more
Gaze analysis and prediction in interactive virtual environments, such as games, is a challenging topic, since the 3D perspective and variations of the view point, as well as the current task, introduce many variables that affect the... more
When a filmmaker makes a film with herself as a subject, she is already divided as both the subject matter of the film and the subject making the film. The two senses of the word are immediately in play - the matter and the maker - thus... more
This paper illustrates how we create a software agent by employing FALCON, a self-organizing neural network that performs reinforcement learning, to play a well-known first person shooter computer game known as Unreal Tournament 2004.... more
Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming visa -vis health and socio-professional spheres. Both positive... more
A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was... more
Graphics-intensive computer games are no longer restricted to highperformance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and mobile phones. Battery life has been a major concern in the... more
A common statistical model for paired comparisons is the Bradley-Terry model. This research re-parameterizes the Bradley-Terry model as a single-layer artificial neural network (ANN) and shows how it can be fitted using the delta rule.... more
The main sources of inspiration for the design of more engaging synthetic characters are existing psychological models of human cognition. Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on... more
With the recent evolution of network-based multiplayer games and the increasing popularity of online games demanding strict real-time interaction among players - like First Person Shooter (FPS) -, game providers face the problem to... more
In this paper, we present a principled approach to constructing believable game players that relies on a cognitive architecture. The resulting agent is capable of playing the game Urban Combat in a plausible manner when faced with similar... more
We evaluated the performance of a wheel mouse, an XBox360 controller, the combination of a mouse and a keyboard, and a Trackmouse in FPS target acquisition. The device combinations where mouse was used for aiming performed better than the... more
We explore how expert First Person Shooter (FPS) players coordinate actions using a shared voice channel. Our findings emphasize the importance of the temporality and spatiality of these tactical verbal communications ("callouts"). From... more
Reinforcement learning is well suited to first person shooter bot artificial intelligence as it has the potential to create diverse behaviors without the need to implicitly code them. This paper compares three different reinforcement... more
Mobile virtual environments, with real-time 3D and 2D graphics, are now possible on smart phone and other camera-enabled devices. Using computer vision, the camera sensor can be treated as an input modality in applications by analyzing... more
The present article develops the concept of selective realism to understand how design features and narrative frames of first- and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as... more
Documentaries have increasingly used the first person, with a number of prominent filmmakers finding critical and commercial success with this intimate approach. Jewish filmmakers have particularly thrived in this genre, using it to... more
In this paper we employ a steady state genetic algorithm to evolve different types of behaviour for bots in the Unreal Tournament 2004™ computer game. For this purpose we define three fitness functions which are based on the number of... more
Players of computer games tend to be discerning about game quality. So, to be successful, game designers need to ensure that players receive the best possible experience. A growing trend in the design of game interfaces is the use of... more
Good artificial intelligence for strategy and first person shooter games requires tactical information. Tactical information assists agents in choosing appropriate places to place vulnerable resources, safe paths for moving through the... more
In this paper, we report findings from an exploratory study of player and team performance in Halo 3, a popular First-Person-Shooter game developed by Bungie. In the study, we first analyze player and team statistics obtained from the... more
Real-time services are very challenging for current network infrastructures. One of these services is online gaming, which has acquired more importance in the last years. The quality experienced by users could be improved by the use of a... more
The fairness issue in multi-player online games (MOGs) on deadline-based networks is investigated. A particular type of MOGs, namely the first-person-shooter (FPS) game, is examined. Potential unfair scenarios in FPS games due to... more
ii genre vidéoludique : le survival horror. Cette étude de cas témoigne de l'applicabilité plus large de la pragmatique des effets génériques, et de la récursivité des questions de genre entre le jeu vidéo, la littérature et le cinéma.
In this demo we present a performance evaluation testbed for peer-to-peer gaming overlays. It consists of a 3D first person shooter game that is designed to run in a simulated network environment as well as on a real network. Simulation... more
The aim of developing an agent, that is able to adapt its actions in response to their effectiveness within the game, provides the basis for the research presented in this paper. It investigates how adaptation can be applied through the... more
This letter compares different policies for multiplexing the traffic of online games. In order to achieve bandwidth savings and to alleviate the high packet rate, headers are compressed and a number of native packets are included into a... more
When provisioning network resources, ISPs have to tackle with the difficulties imposed by the traffic characteristics and demands of the users. Multi-player online games (MPOG) are constituting a large portion of the Internet traffic.... more
Multi-player online games have become very popular in the last few years. Meanwhile, the IEEE 802.11 wireless networks have been in wide use. In this paper, we present an experimental study on the capability of an IEEE 802.11g network in... more
One of the major challenges in developing techniques for realistic and high performance visualization of outdoor environments is rendering of vegetation. The issue of rendering dense foliage or forests is especially pressing in simulators... more
Modern computer games are becoming increasingly complex and only experienced players can fully master the game controls. Accordingly, many commercial games now provide aids to simplify the player interaction. These aids are based on... more
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